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source: code/branches/objecthierarchy2/src/orxonox/objects/worldentities/Model.cc @ 2735

Last change on this file since 2735 was 2447, checked in by landauf, 16 years ago
  • Removed directional-light-hack from Scene
  • Many changes in Light, works in all game-modes (standalone, dedicated, server and client)
  • Fixed a bug which caused clients to not having shadows

There's still a big problem, bug I can't explain it.

  • Property svn:eol-style set to native
File size: 2.8 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30
31#include "Model.h"
32#include "core/CoreIncludes.h"
33#include "core/XMLPort.h"
34#include "objects/Scene.h"
35
36namespace orxonox
37{
38    CreateFactory(Model);
39
40    Model::Model(BaseObject* creator) : PositionableEntity(creator)
41    {
42        RegisterObject(Model);
43
44        this->bCastShadows_ = true;
45
46        this->registerVariables();
47    }
48
49    Model::~Model()
50    {
51        if (this->isInitialized() && this->mesh_.getEntity())
52            this->getNode()->detachObject(this->mesh_.getEntity());
53    }
54
55    void Model::XMLPort(Element& xmlelement, XMLPort::Mode mode)
56    {
57        SUPER(Model, XMLPort, xmlelement, mode);
58
59        XMLPortParam(Model, "mesh", setMeshSource, getMeshSource, xmlelement, mode);
60        XMLPortParam(Model, "shadow", setCastShadows, getCastShadows, xmlelement, mode).defaultValues(true);
61    }
62
63    void Model::registerVariables()
64    {
65        REGISTERSTRING(this->meshSrc_,    direction::toclient, new NetworkCallback<Model>(this, &Model::changedMesh));
66        REGISTERDATA(this->bCastShadows_, direction::toclient, new NetworkCallback<Model>(this, &Model::changedShadows));
67    }
68
69    void Model::changedMesh()
70    {
71        if (this->mesh_.getEntity())
72            this->getNode()->detachObject(this->mesh_.getEntity());
73
74        this->mesh_.setMeshSource(this->getScene()->getSceneManager(), this->meshSrc_);
75
76        if (this->mesh_.getEntity())
77        {
78            this->getNode()->attachObject(this->mesh_.getEntity());
79            this->mesh_.getEntity()->setCastShadows(this->bCastShadows_);
80            this->mesh_.setVisible(this->isVisible());
81        }
82    }
83
84    void Model::changedShadows()
85    {
86        this->mesh_.setCastShadows(this->bCastShadows_);
87    }
88
89    void Model::changedVisibility()
90    {
91        SUPER(Model, changedVisibility);
92
93        this->mesh_.setVisible(this->isVisible());
94    }
95}
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